mirror of
https://github.com/bevyengine/bevy
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6d6bc2a8b4
This is extracted out of eb8f973646476b4a4926ba644a77e2b3a5772159 and includes some additional changes to remove all references to AppBuilder and fix examples that still used App::build() instead of App::new(). In addition I didn't extract the sub app feature as it isn't ready yet. You can use `git diff --diff-filter=M eb8f973646476b4a4926ba644a77e2b3a5772159` to find all differences in this PR. The `--diff-filtered=M` filters all files added in the original commit but not in this commit away. Co-Authored-By: Carter Anderson <mcanders1@gmail.com>
137 lines
4.7 KiB
Rust
137 lines
4.7 KiB
Rust
use bevy::{
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prelude::*,
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render::{
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pipeline::{PipelineDescriptor, RenderPipeline},
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shader::{ShaderStage, ShaderStages},
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},
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_startup_system(star)
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.run();
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}
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fn star(
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mut commands: Commands,
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// We will add a new Mesh for the star being created
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mut meshes: ResMut<Assets<Mesh>>,
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// A pipeline will be added with custom shaders
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mut pipelines: ResMut<Assets<PipelineDescriptor>>,
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// Access to add new shaders
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mut shaders: ResMut<Assets<Shader>>,
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) {
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// We first create a pipeline, which is the sequence of steps that are
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// needed to get to pixels on the screen starting from a description of the
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// geometries in the scene. Pipelines have fixed steps, which sometimes can
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// be turned off (for instance, depth and stencil tests) and programmable
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// steps, the vertex and fragment shaders, that we can customize writing
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// shader programs.
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let pipeline_handle = pipelines.add(PipelineDescriptor::default_config(ShaderStages {
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// Vertex shaders are run once for every vertex in the mesh.
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// Each vertex can have attributes associated to it (e.g. position,
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// color, texture mapping). The output of a shader is per-vertex.
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vertex: shaders.add(Shader::from_glsl(ShaderStage::Vertex, VERTEX_SHADER)),
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// Fragment shaders are run for each pixel belonging to a triangle on
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// the screen. Their output is per-pixel.
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fragment: Some(shaders.add(Shader::from_glsl(ShaderStage::Fragment, FRAGMENT_SHADER))),
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}));
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// Let's define the mesh for the object we want to draw: a nice star.
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// We will specify here what kind of topology is used to define the mesh,
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// that is, how triangles are built from the vertices. We will use a
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// triangle list, meaning that each vertex of the triangle has to be
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// specified.
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let mut star = Mesh::new(bevy::render::pipeline::PrimitiveTopology::TriangleList);
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// Vertices need to have a position attribute. We will use the following
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// vertices (I hope you can spot the star in the schema).
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//
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// 1
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//
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// 10 2
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// 9 0 3
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// 8 4
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// 6
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// 7 5
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//
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// These vertices are specificed in 3D space.
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let mut v_pos = vec![[0.0, 0.0, 0.0]];
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for i in 0..10 {
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// Angle of each vertex is 1/10 of TAU, plus PI/2 for positioning vertex 0
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let a = std::f32::consts::FRAC_PI_2 - i as f32 * std::f32::consts::TAU / 10.0;
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// Radius of internal vertices (2, 4, 6, 8, 10) is 100, it's 200 for external
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let r = (1 - i % 2) as f32 * 100.0 + 100.0;
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// Add the vertex coordinates
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v_pos.push([r * a.cos(), r * a.sin(), 0.0]);
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}
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// Set the position attribute
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star.set_attribute(Mesh::ATTRIBUTE_POSITION, v_pos);
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// And a RGB color attribute as well
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let mut v_color = vec![[0.0, 0.0, 0.0]];
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v_color.extend_from_slice(&[[1.0, 1.0, 0.0]; 10]);
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star.set_attribute("Vertex_Color", v_color);
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// Now, we specify the indices of the vertex that are going to compose the
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// triangles in our star. Vertices in triangles have to be specified in CCW
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// winding (that will be the front face, colored). Since we are using
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// triangle list, we will specify each triangle as 3 vertices
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// First triangle: 0, 2, 1
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// Second triangle: 0, 3, 2
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// Third triangle: 0, 4, 3
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// etc
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// Last triangle: 0, 1, 10
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let mut indices = vec![0, 1, 10];
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for i in 2..=10 {
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indices.extend_from_slice(&[0, i, i - 1]);
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}
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star.set_indices(Some(bevy::render::mesh::Indices::U32(indices)));
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// We can now spawn the entities for the star and the camera
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commands.spawn_bundle(MeshBundle {
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mesh: meshes.add(star),
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render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new(
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pipeline_handle,
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)]),
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..Default::default()
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});
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commands
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// And use an orthographic projection
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.spawn_bundle(OrthographicCameraBundle::new_2d());
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}
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const VERTEX_SHADER: &str = r"
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#version 450
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layout(location = 0) in vec3 Vertex_Position;
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layout(location = 1) in vec3 Vertex_Color;
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layout(location = 1) out vec3 v_Color;
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layout(set = 0, binding = 0) uniform CameraViewProj {
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mat4 ViewProj;
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};
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layout(set = 1, binding = 0) uniform Transform {
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mat4 Model;
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};
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void main() {
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v_Color = Vertex_Color;
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gl_Position = ViewProj * Model * vec4(Vertex_Position, 1.0);
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}
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";
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const FRAGMENT_SHADER: &str = r"
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#version 450
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layout(location = 1) in vec3 v_Color;
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layout(location = 0) out vec4 o_Target;
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void main() {
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o_Target = vec4(v_Color, 1.0);
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}
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";
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